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map09: critical existence failure
Incomplete map of lots of windy hallways, bad gameplay in favor of a realism goal. Let's remove it.
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wesley/map09.wad
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MAP09 for FreeDoom "The Pit"
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Wesley D. Johnson
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john <obfuscate> son 24 12 @ usgo <dot> net
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Release Revision 11. Mar 6, 2013
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CHANGES Rev11:
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Created entrance area with connecting tunnels.
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Converted odd rooms to electrical rooms near entrance and exit.
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River gorge reworked, lengthened, with added dam.
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Added posts near waste water pipe.
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Missing bridge is now rubble in river.
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Cave area reworked extensively.
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Some of cave area converted to former mining, now tailing dumping.
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Added dirt pushing machine.
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Clarified areas of ore rock, and waste rock, and bedrock.
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Improved lifts and added tracks.
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Fixed textures in mine chief office.
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Moved blue weapons storage room.
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Added toolbox, parts washer, machinery, in maintenance.
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Added some trashbins.
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Added a few more zombies in mine.
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Added two vending machines in waterworks office.
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Moved lair to conference room, converting former lair
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to an electrical room.
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CHANGES Rev10:
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Added lights in mine passages and mine floor.
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Adjusted lighting levels in all mine areas.
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Lowered the mine floor, steeper main passage.
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Lowered the pump pit, redesigned the pump piping.
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Adjusted pump sounds and added mech. room sound.
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Adjusted the ventilation system.
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Added more ore cars.
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Move knapsack secret from cave to mine.
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Reduced linedefs in cave, smaller tighter design.
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Adjusted gorge bank, ditch, and gorge bottom for easier monster movement.
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Changed monster teleport in gorge to a design that does not jam.
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Added lights in office areas and corridors.
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Adjusted sizes of furniture.
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Moved storage room with monsters, and modified the L corridor, added lights.
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Larger platforms in water tank room.
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CHANGES Rev9:
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Added pumps, ventilation, equipment rooms, and connections to them.
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Added pump sounds.
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Added locker room, and moved armor and health there.
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Adjusted offices, adjusted corridor, and added monitors, cabinets, table.
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Moved passages around ventilation area, and added doors.
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Moved cave connection passages at back of mine.
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Added lights in main mine passages.
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Raised depth of river gorge.
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Added equipment, monitors, in water works control room.
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Added fountain and flora to lower water works foyer.
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Adjusted size and shape of upper water works foyer.
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CHANGES Rev8:
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Added pillars and more depth to mine ceiling.
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Adjusted some mine shafts, and the size of some pillars.
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Added a roof bolter machine.
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Moved some of the monsters in river, and changed some at the waterworks.
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Adjusted all mud and friction.
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Added a pump discharge pipe to river.
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CHANGES Rev7:
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Added closet in office.
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Modified one mine machine.
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Put some kinks in some long corridors.
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Increased the outdoor light level.
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Added a conference table.
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Moved one weapons room from work shop to a storage room.
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Adjusted missile weapons room shape, added crates, multiplayer ammo.
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Moved deathmatch starts (9) to be evenly spaced, gave them shotguns.
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Moved some monsters away from deathmatch starts so that deathmatch
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with monsters is playable.
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Added weapons and armor for multiplayer, coop and deathmatch.
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CHANGES Rev6:
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Fixed texture items discussed in Forum.
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Roof on some of mine pit with pillars to hold it up.
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Removed monster caves in mine area and redistributed the contents.
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Redid all of river and its relation to the caves and mine.
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Removed half of river, added fallen bridge section to block river.
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Rotated and reversed right half of map to move entrance across from mine.
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Added mining machine that monsters used to cut into corridor.
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Added mining equipment.
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Added desks, tool chests, etc..
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Moved some ammo and weapons.
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CHANGES Rev5:
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Moved supershotgun for medium and hard.
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Has benches and boxes to stand upon in waterlogged rooms, so
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conceptually player does not drown, and player can get a look around.
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Changed layout of mine shafts to prevent being met at top of
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elevator by smart revenants, as this elevator is only access to top level.
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Added vertical shaft to cut passageway, with narrow path for the brave.
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Moved mine weapons room (red door) to be harder to get to.
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Modified particular mine shaft doorways so monsters get stuck less.
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Connected mine shaft to cave as alternative entrance.
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Improved caves, with alternative passages, connection to pit cave, and a
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tight secret passage.
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CHANGES Rev4:
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Added support pillars in mine area, for visual effect.
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Mine area passageways extended for more interest.
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Modified the monster lair shapes.
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Fixed problem of imps not coming out of their lair.
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Yellow door now blocks access to all of office.
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Moved storage room to hallway outside of office.
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There is now more variation on how the monsters attack, as they do
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not get stuck in one area so much.
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CHANGES Rev3:
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Changed missing passageway to missing bridge.
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Altered layout of entryways.
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Marked doors with skull.
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Waterfall as source of flooding.
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Additional traps and difficulties in water treatment area.
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Added two secret areas.
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CHANGES Rev2:
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Added water treatment plant as exit.
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Added some rewards and obstacles there.
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Removed some swamp and simplified.
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Removed trees and plants.
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HAS BEEN DONE:
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Play tested at levels 4,3,2,1.
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Finished at level 4,3.
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Play tested on Legacy, prboom.
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Level is medium size.
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secrets: 4
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sectors: 766
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linedefs: 4259
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single, 4 coop, 9 deathmatch starts
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Play:
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Non-linear, 5 keys.
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1 key is necessary to reach exit.
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Other keys help with ammo and weapons.
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Features:
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A multi-level mine.
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Tunnels through the area have been cut by the mining.
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River gorge.
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The pit and buildings are flooded, and some battles are in and under muddy water.
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Exit area is in flooded water treatment plant.
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